• ¡1 Año en!

    18 jul 2009, 06:05 av unddercharlezz

    Feliz Cumpleaños unddercharlezz... / 1 año en! /

    | Banda Favorita | Underworld.
    | Solista Favorito | Hilary Duff.
    | Dj Favorito | ATB, Darren Emerson.
    | Tema Favorito | Two Months Off.
    | Tema Gratuito Favorito | Exit Wound.
    | Álbum Favotito | Oblivion with Bells.
    | Género Favorito | Techno.
    | Vídeo Favorito | Push Upstairs.
    | Remix Favorito | edge (⊿-mix).
    | Canal De Música Favorito | VH1.
    | Tribu Urbana | Ninguna.
    | Gusto Culpable | Chelo.
    | Vistos En Vivo | Kinky, Ely Guerra, La Quinta Estación, Nikky Clan.
    | Discos Que Compre | Cocktail, Barracuda, Most Wanted.
    | Más Grande Trauma Temporal | Daft Punk - Superheroes.
    | Reproductores De Mp3 | Samsung YH-925 (20GB) & Atvio C10 (1GB).
    | Audífonos | Sony MDR-XD200.
    | Reproductor | Windows Media Player.
    | Biblioteca | 22.4 GB* (3,037 Temas).
    | Primer Tema Enviado | Two Months Off.
    | Artista Número 51 | The Pussycat Dolls.
    | Tema Número 51 | Confusion the Waitress.
    | Artista Con El Nombre Más Corto En Mí Colección | BT, U2.
    | ...Y El Más Largo | No Somos Machos Pero Somos Muchos.
    | Tema Con El Nombre Más Corto En Mí Colección | Oh, 22, 24, Ey, Ok.
    | ...Y El Más Largo | I'm A Big Sister, And I'm A Girl, And I'm A Princess, And This Is My Horse
    | Usuario Que Me Ha Dejado Más Notas | OurLove2Admire (107 Notas).
    | Gracias A Ti, Escucho Capsule Y Perfume | Chiise-Chan.
    | Lo Más Nuevo En Mí Colección. | Spor.
    | Scrobblings | 25,700* de 18 de Julio del 2008 al 18 de Julio del 2009.
    | Semana Con Más Scrobblings | 13 -19 de Abril 2009 (1,016 Scrobblings).
    | Avatares | He Tenido 20 Avatares Diferentes.
    | Calificación (0 - 10) | 12.
    | Underworld | de 28% hasta 49% en mi colección.

    Top 5O Mensual 2.O
    Junio - Julio 2OO9

    | 01 | Underworld [ ] 7,290 Plays (+ 852 Plays)
    | 02 | Capsule [ ] 2,224 Plays (+ 53 Plays)
    | 03 | Belanova [ ] 1,460 Plays (+ 8 Plays)
    | 04 | Perfume [ ↑4 ] 923 Plays (+ 434 Plays)
    | 05 | The Knife [ ↓1 ] 836 Plays (+ 6 Plays)
    | 06 | Gus Gus [ ↓1 ] 664 Plays (+ 14 Plays)
    | 07 | The Ting Tings [ ↓1 ] 639 Plays (+ 9 Plays)
    | 08 | Kinky [ ↓1 ] 611 Plays (+ 11 Plays)
    | 09 | Daft Punk [ ] 379 Plays (+ 8 Plays)
    | 10 | Hilary Duff [ ] 360 Plays (+ 3 Plays)
    | 11 | David Guetta [ ] 333 Plays (+ 7 Plays)
    | 12 | Fase [ ↑1 ] 322 Plays (+ 7 Plays)
    | 13 | Metro Station [ ↓1 ] 321 Plays (+ 3 Plays)
    | 14 | Freezepop [ ] 294 Plays (+ 8 Plays)
    | 15 | VNV Nation [ ] 279 Plays (+ 6 Plays)
    | 16 | Air [ ] 278 Plays (+ 8 Plays)
    | 17 | Pnau [ ] 255 Plays (+ 9 Plays)
    | 18 | U96 [ ] 233 Plays (+ 7 Plays)
    | 19 | Keane [ ] 211 Plays (+ 3 Plays)
    | 20 | ATB [ ] 188 Plays (+ 16 Plays)
    | 21 | Mew [ ] 179 Plays (+ 8 Plays)
    | 22 | Rihanna [ ↑3 ] 156 Plays (+ 13 Plays)
    | 23 | Empire of the Sun [ ↓1 ] 152 Plays (+ 4 Plays)
    | 24 | Robbie Williams [ ↓1 ] 151 Plays (+ 6 Plays)
    | 25 | Pendulum [ ↓1 ] 150 Plays (+ 5 Plays)
    | 26 | Pet Shop Boys [ ↑4 ] 144 Plays (+ 16 Plays)
    | 27 | Algora [ ↓1 ] 139 Plays (+ 2 Plays)
    | 28 | Moby [ ↓1 ] 139 Plays (+ 5 Plays)
    | 29 | Linkin Park [ ↓1 ] 139 Plays (+ 8 Plays)
    | 30 | Swayzak [ ↑1 ] 137 Plays (+ 12 Plays)
    | 31 | Tiga [ ↑7 ] 134 Plays (+ 32 Plays)
    | 32 | Coldplay [ ↓2 ] 133 Plays (+ 3 Plays)
    | 33 | Róisín Murphy [ ↑4 ] 120 Plays (+ 14 Plays)
    | 34 | Beyoncé [ ↓2 ] 118 Plays (+ 0 Plays)
    | 35 | The Chemical Brothers [ ] 117 Plays (+ 5 Plays)
    | 36 | iio [ ] 114 Plays (+ 3 Plays)
    | 37 | Chelo [ ] 106 Plays (+ 0 Plays)
    | 38 | Calvin Harris [ ] 104 Plays (+ 0 Plays)
    | 39 | Moloko [ ] 101 Plays (+ 6 Plays)
    | 41 | Plastilina Mosh [ ↑1 ] 97 Plays (+ 13 Plays)
    | 40 | Massive Attack [ ↓1 ] 95 Plays (+ 3 Plays)
    | 42 | Maria Daniela Y Su Sonido Lasser [ ] 81 Plays (+ 3 Plays)
    | 43 | Madonna [ ] 79 Plays (+ 2 Plays)
    | 44 | Sean Paul [ New ] 78 Plays (+ ? Plays)
    | 45 | Latent Image [ New ] 76 Plays (+ ? Plays)
    | 46 | Basement Jaxx [ ] 76 Plays (+ 8 Plays)
    | 47 | Banco De Gaia [ ↓2 ] 75 Plays (+ 7 Plays)
    | 48 | Paul van Dyk [ ↓4 ] 74 Plays (+ 5 Plays)
    | 49 | Sussie 4 [ New ] 73 Plays (+ ? Plays)
    | 50 | The Prodigy [ ] 73 Plays (+ 7 Plays)

    Top Mensual de Artistas

    | 07. 2008 | ...Underworld. [ 228 ] Plays
    | 08. 2008 | ...Underworld. [ 622 ] Plays
    | 09. 2008 | ...Underworld. [ 699 ] Plays
    | 10. 2008 | ...Underworld. [ 1O9O ] Plays
    | 11. 2008 | ...Underworld. [ 388 ] Plays
    | 12. 2008 | ...Underworld. [ 528 ] Plays
    | 01. 2009 | ...Underworld. [ 455 ] Plays
    | 02. 2009 | ...Capsule. [ 792 ] Plays
    | 03. 2009 | ...Underworld. [ 418 ] Plays
    | 04. 2009 | ...Underworld. [ 66O ] Plays
    | 05. 2009 | ...Underworld. [ 34O ] Plays
    | 06. 2009 | ...Underworld. [ 1O6O ] Plays

    Top Mensual deTemas

    | 07 2008 | ...Underworld - Parc. [ 47 ] Plays
    | 08 2008 | ...Underworld - Two Months Off. [ 42 ] Plays
    | 09 2008 | ...Metro Station - Comin' Around. [ 62 ] Plays
    | 10 2008 | ...Underworld - Two Months Off. [ 64 ] Plays
    | 11 2008 | ...Keane - Spiralling. [ 92 ] Plays
    | 12 2008 | ...Daft Punk - Superheroes. [ 121 ] Plays
    | 01 2009 | ...Capsule - Sound Of Silence. [ 52 ] Plays
    | 02 2009 | ...Capsule - Sound Of Silence. [ 68 ] Plays
    | 03 2009 | ...Underworld - Two Months Off. [ 7O ] Plays
    | 04 2009 | ...Perfume - チョコレイト・ディスコ. [ 81 ] Plays
    | 05 2009 | ...Fase - Lluvia En Desierto. [ 53 ] Plays
    | 06 2009 | ...Underworld - Jumping then Cran. [ 88 ] Plays

    Underworld, Capsule, Belanova, Perfume, The Knife, The Ting Tings.
    Kinky, Daft Punk, Hilary Duff, David Guetta, Fase, Metro Station, Air.
    Freezepop, ATB, VNV Nation, Pnau, U96, Keane, Mew, Linkin Park.
  • The 8-Bit Clique

    19 nov 2008, 02:39 av Dharmata

    The 8-Bit Clique is a playlist I created. It is a mix of , , , , , , , , , , , , , , , and related tunes. I've recently become obsessed. You may need to be a subscriber to play the list?
    O))) Tony A. Ward, Lungbutter
  • Brain Damage

    16 nov 2008, 03:22 av Dharmata

    "I've got dain bramage from giffing snas...."

    Brain Damage by Angry Petunias from the album Moist and Wholesome (1996), Garbage City Productions is most likely the funniest, most clever, and best song ever.
    Enjoy it.
    O))) Tony A. Ward, Lungbutter
  • Twilight Princess Down, and no Addiction Treatment Required.

    16 mar 2007, 01:25 av archestratus

    Unless I'm in denial that is...

    Had two days off this week, and only one goal.

    Locked myself in our games room for both days. Finally emerged today, hairy-faced, haggard eyes, and extremely stinky... but I've finally seen the ending of "The Legend of Zelda: Twilight Princess" for the Nintendo Wii.

    This didn't all happen over the last couple days mind you. It's the product of just under 4 months of on and off playing. Grand total, I think the Wii logged me at just over 43 hours of game time... so I suppose that's an average of 10 hours per month. Not too shabby.

    Of course, I could have put countless more hours into the game. There's tonnes of things I didn't find, quests I didn't finish, and one day I may go back through it all. In all honesty however, when you love games as much as I do, the time you spend on one game tends to translate into time you're not spending playing all the other games you've been salivating over for months. And since I've recently acquired a whole number of playable downloads for the Dreamcast I bought last year off my buddy James... the list of games I've written for myself to get through is getting pretty hefty.

    In any case, back to Zelda. I've played some epic adventure RPG's in my life, (the most glaring exception of which is "Zelda: Ocarina of Time") and I can easily say that Twilight Princess ranks among the most satisfying. Nothing I say in terms of a review will add on the multitude that have already published, but I will say that it contains within it, all the components of what a classic game should be. Progressive character depth and development, extremely intuitive, enjoyable and addictive gameplay, breath-taking level design and settings (all with a fraction of the horsepower contained within both Microsoft and Sony's consoles) and grand horny honour music. (Horny as in... lots of brass horns... not sexy)

    Most important, and contrary to the game featured in my previous post, Zelda is designed to play in a hardcore fashion, or at your leisure. I enjoyed every epic sword battle, and every mind-bending puzzle... but I never experienced the withdrawal so often talked about by World of Warcraft players. When I finally finished the game, (and not without a little help from a third-party game guide) I felt extremely satisfied that I had definitely got my money's worth. I also finished in total agreement with every game reviewer that awarded Nintendo with a 2006 game-of-the-year honour for this this gem. In fact, it's convinced me to download Nintendo's recent Virtual Console addition, Ocarina of time, the only Zelda game considered better than Twilight Princess, and considered by many to be the finest game of all time.

    Give it a go... you'll thank me for it.

  • Wii's High Online Usage Stats Misleading

    16 mar 2007, 01:00 av archestratus

    A number of articles are beginning to surface, heralding the high spike in online users experienced by the Wii in the last couple months. (here's one such article:

    The stats quoted show the number of unique online users on the Wii has risen to 1.6 million. A number higher than even those put up by the 360's XBOX Live users, at 1.2 million.

    Taken at face value, these reports inject a lot of false hope into the hearts of those rooting for the success of Nintendo's David underdog at the expense of the other two goliaths in the market.

    A couple of flags go up immediately, however, as soon as these figures are quoted - since no industry-journalists covering this latest stories seem to be analyzing what these "unique" users are doing while "online" with their consoles.

    Not one of these writers bothered to point out that the Wii is yet to have produced for it, even one game utilizing online capabilities. Had this question be asked... then certainly someone would have realized that obviously no one among the 1.6 million of these users are actually playing games while they're online.

    The number of Xbox Live users spending their online time is much easier to calculate since Microsoft charges for the service. And although I'm certainly not advocating that approach for Nintendo, it has to be remembered that the Wii utilizes a feature called "Wii Connect24." Those familiar with the feature while understand that the Wii not only is the Wii extremely simple to get online, (built-in wireless modem can pick up a variety of signals from your existing network, your neighbour's, etc...) but it's constantly exchanging information and updates with the Nintendo mothership. Hence the name, "Connect24."

    So theoretically, it's possible for Nintendo to count as a "unique user," a Wii owner who has never used the Opera web browser, downloaded a virtual console game, or allowed a Mii to travel. However, as long as their Wii is picking up their neighbour's internet connection, their Wii is having a round the clock discussion with Nintendo headquarters.

    Just what percentage of Nintendo's online users fall into this category is impossible to determine... but given that there isn't a single online game out yet for the console, it's safe to say that the Wii's online capabilities are not being used for the same thing by "unique users," as those attributed to the Xbox.

  • Wii-Mote Analysis Off

    24 nov 2006, 04:25 av archestratus

    Wrote the following response to a post arguing against the Wii-mote.

    Original argument is here:

    I admire your efforts in surrounding controllers with a historical context. Controllers I think, are a terribly underrated component contributing to the success or failure of games and consoles alike. To me, they're kind of like the power supply of a PC. Probably not the first part of the overall system to get an upgrade, but deceivingly one of the most vital in terms of enhanced performans.

    There's a few things I'd like to add to your analysis, however, and if you agree with the points, then perhaps you might not be so quick to cast off Nintendo's new controller for all time.

    First, I don't think SNES family is an accurate way to characterize the controller lineage you have described. I do agree with you that the SNES controller was well-made. I don't think I'd go so far as to say it was groundbreaking. It certainly didn't bring anything as revolutionary to controllers as did the original NES. I say this, because with the NES controller, the gaming industry was introduced to crosshairs.

    For the controls needed for the new 8-bit games of the day, this proved to be a revolutionary advancement. First and foremost, it improved on the poorly constructed, and easily worn out joysticks of the Atari era. The Nintendo crosshairs involved fewer moving parts, and a more compact design that enabled it to withstand a ridiculous amount of abuse. I still have memories in the late eighties, of one of my friends smashing his Nes-controller against the wall of his parent's basement, while cursing Mario for having missed a jump off a platform. That same controller is probably still working today, and proof of their resiliency rests in the vast numbers of them you'll find floating around at second-hand shops across the globe.

    In terms of gameplay, the crosshairs provided a hitherto unprecedented synergy of 8-directional mobility, and precision. Not only was diagonal movement greatly enhanced by this advancement over the joystick, the 4-singularly shaped points which enabled the user to accurately press only one direction at a time. Previously, joysticks, if held in any manner other than absolutely straight, we less likely to point in truly one direction, rather than along an undesired tangent, than was the Nes crosshair.

    During the revitalization of the video game industry, and the onset of the great 8-bit console wars between Nintendo, Sega, NEC, and later Sony, all players were quick to adopt Nintendo's ground-breaking design. The crosshairs, however proved relatively difficult to emulate perfectly, since Nintendo's patent prevented any of the other companies from copying them outright. This is why both the Sega Master System controller, along with the PC-Engine and TurboGrafix 16 employed an inferior D-Pad design, which unfortunately for them, negated the accuracy advantages over the joysticks of the previous generation, by including surface area between the four points which could be pressed accidentally, careening the game character off diagonally, rather than the user-desired straight.

    This point is best demonstrated by playing Streetfighter 2 on a SNES controller, (which included the original NES crosshairs) and the Sega Genesis controller, (which improved on the poor design of the Master System controller, but was never able to reach Nintendo's level of accuracy.) In the Genesis version, a player's character was far more likely to jump straight up when the intention was to jump forward or backward, and visa-versa.

    With the production of the original Playstation, Sony attempted to eliminate the inaccuracies of crosshair-clone controllers by developing a D-pad which appeared to be composed of 4 separate buttons, each of which represented a corresponding direction. This was definitely an improvement in accuracy over the Sega and NEC versions, but it lost a litlle in fluidity of motion. Very simply, with no surface area between any of the four directional buttons, the player's finger wasn't able to slide from direction to direction as easily

    This can again be demonstrated by comparing Street Fighter 2 on the SNES with an original Playstation version. Moves requiring fast combinations of sequential direction-buttion presses were more difficult to pull off. This led to the common practice by many Playstation owners to place the material of their shirt between their thumb and the Playstation direction-pad to cut down on friction, allowing greater ease in the execution of fireballs and dragon punches.

    At face-value, the addition of dual-shock sticks represented less of an innovation as it did a reversion back to the joystick format. The case could be made that a good deal of influence in the creation of dual-shock in fact came from the controllers of the Atari-era, Coleco vision. Interestingly, some connections could also be made between the SNES should-pad buttons and the side buttons on that same Coleco controller.

    The innovation contained in the Coleco controller didn't end there either! Since it contained an entire keypad of buttons on it's face, from a game-developer's perspective, the Coleco controller might be considered one of the first console-based programmable controllers.

    If the inclusion of analog sticks wasn't an innovation perse, then one might at least argue that the addition of variable speeds to its movement, based on the extent to which the user pressed it, perhaps was. Though this addition, particularly in Playstation games didn't fundamentally change the way we played video games, it did introduce a higher degree of control, (walking vs. running) to the existing directional enhancements of the 8-bit era. But in all actuality, when put in the context of the industry's history, the creation of the dual-shock controller was really just the fusion of the Nintendo crosshair design with the joysticks of the Atari era.

    As such, I think it would be more accurate to include the controllers you have described in a group termed the "NES-family."

    "Crosshair/clone family" might also work, or you could divide the history up into three groups,

    1. Joystick-era controllers

    2 Crosshair-era controllers


    3. Joystick/Crosshair Fusion controllers

    or something to that effect.

    And if you're able to look at things that way, then I think it's easier to view the new Wii-mote as one of the first potentially industry-changing innovations in a long time. Of course, I'll be the first to admit that it's still a bit early to decide whether or not the Wii-mote is such an innovation, or simply a relatively impressive gimick. The reason it's a tad early, is that ultimately, as always, it will be the software which determines the staying power of the Wii-mote. If developers have a difficult time finding applications for the unique characteristics offered by the Wii-mote, then it simply won't replace the established form of video-game control. And for this to come about... I think there will have to be a serious change in the type of games developed. If this change takes place, it would be a change I'd welcome. I'm one of what I think is a growing number of gamers who are becoming increasingly weary of cookie-cutter FPS and sports games which offer only marginal changes year in and year out. The trend of sequel-after-sequel, ad infinitum is not a trend unlike the movie industry, and over time, I think it will hurt both if it continues.

    The vast majority of innovation takes place in the gaming industry when small-time programmers, with less to lose financially than the bigger-fish developers, take a chance to distinguish themselves from the crowd, and come out with something completely different. Even this formula is often stunted however, when after initial success, the small start-up is bought up and acquired by one of the larger companies who yearn to capitalize on its success by pumping out umpteen identical sequels until the formula begins to induce vomiting, rather than positive sales figures. The Lara Croft series, until very recently is a perfect example of this.

    Nintendo has been put in the unique position, perhaps out of necessity due to their 3rd place standing against extremely well-financed competitors, of being a relatively large fish who has introduced what may prove to be a particularly ground-breaking initiative. Perhaps so groundbreaking, that it's once again caught the attention of older gamers like myself who, for nearly a decade have been turned off by a game industry which has gotten a lot shinier since Microsoft and Sony joined the party... but certainly no more innovative.

    But to address your initial complaint about Nintendo's decision to require the "waving" of one's arms, or the subtle flick of one's wrist over what you've described as your preferred method of calm button pushing, I would say that you have been far from abandoned. As an older gamer, I've found myself increasingly interested in the burgeoning retro-game culture. I think increased interest in retro-games is in part due to the high number of shiny cookie-cutter games characterizing the industry over the past few years. A growing number of gamers in response have found themselves going back to the older games which weren't produced on budgets larger than the average movie... but were rather furiously coded by one or two maverick programmers with little to lose but sleep.

    Nintendo has re-established this maverick nature to the industry, and has reminded many of us what it was like to play games for the first time. And ti help in the facilitation of this goal, they've developed these wacky motion-sensing Wii-motes... if when turned on their side, resemble almost perfectly... the original NES Crosshair controller!

    Missing your shoulder buttons? They've got that covered too... with the Wii Classic controller... perhaps the most skillful fusion of Crosshairs, Analog sticks, shoulder buttons, simplicity. To top all that off, they've enabled the emulation of classic NES, SNES, Genesis, TurboGrafix 16, N64, and MSX games to the mix.

    And who's to say that the motion sensing capabilities have to be included in every Wii game developed? I think certainly, most developers, Nintendo and third party, are going to showcase them in games for the first year or so of development. It's a new technology, and it will be a novelty for some time yet. However, by the second wave of titles... I think we'll begin to see developers utilize the new capabilities only where they are intuitive, and less because they're gimicky. If this is the way events transpire... I think you'll find an affordable system with a diverse range of capabilities for people of vastly differing tastes.arguing against the Wii-mote.